Ever had that itching desire to break out of hell and into the highest reaches of heaven? In Party of Sin, you take control of the Seven Deadly Sins in a coopetitive puzzle-platformer for 1-4 players. Master a large, dynamic team of anti-heroes -- the Seven Deadly Sins -- as you forge your destiny on a quest to troll humanity. Envy, Greed, Sloth, Pride, Wrath, Lust, Gluttony are all multi-dimensional with special powers useful in many situations. Swap characters on the fly as you change tactics based on the situation: ALL the Sins are useful in combat, ALL the Sins aid in puzzle solving, and ALL the Sins have coop interactions, both Good and Evil. Adventure: A full 6 to 8 hours of gameplay is provided, in both solo and coop modes. Play over 20 levels on your adventure through Hell, Purgatory, Earth and Heaven. Upgrade your Sins in the shop by collecting God's forbidden apples. Five bosses like the Demon Narwhal and the Airship Captain stand in your way.

Reserve your ticket for PAX and come see us at booth #873!
We landed at SFO on Saturday. People on the team all came on different flights, so it took a little coordination to get together.

After meeting up with each other, some of us for the first time, and partying like only a Party of Sinners can, we kicked off GDC with the Independent Games Summit. Dan saw lectures about the interesting technology behind FEZ and the story behind PonyCorns by Ryan Henson Creighton. The Indie Soapbox session explored some interesting ideas, and a session on how to make a trailer pretty much demonstrated that we were doing everything wrong for trailers! New and improved trailer will be coming out soon!
Monday evening was the screening of Indie Game: The Movie. It was cool to get a glimpse at other successful indies and realize that we aren't the only ones going through it. Making a game is an exciting adventure with ups and downs; the movie highlighted that more than anything. Later that night the team met up and had a long discussion about cutscenes and the ending of Party of Sin over drinks.

Tuesday was the second day of GDC. The Independent Game Summit ended with a mixer and Liz got to sit in at Producer Bootcamp. We met up as a team to sign all the posters we will be sending to our Kickstarter backers. They look absolutely amazing: printed with high quality inkjet on huge photo paper.Tuesday night we hosted a demo night for Party of Sin and had the conference associates (CAs) try it out. Getting industry professionals to try out the game allowed us to see what we did right and what went wrong. We got lots of feedback and great suggestions and are now going through another iteration of our intro level to make sure it's absolutely perfect. It introduces all the gameplay and story concepts, so we want to make sure it's Spic and Span.

Wednesday marked the real start of the conference as thousands of game developers converged on San Francisco. As (CAs), this is where the training wheels come off and we have a lot of work to do. Between work shifts I had a chance to visit the Independent Games Festival and try out some of the amazing games there. One-on-one time with FEZ, Dear Esther and Johan Sebastian Joust were very inspiring. We met up with a potential investor who tried out the game and provided feedback and spoke to a few people from IndieGameMag about Party of Sin. Throughout the rest of the conference we discussed the game and generally soaked in the awesomeness of GDC.
On Thursday we headed to the Square Enix party where we got to try out Quantum Conundrum and get gluttonous on some sweet food.
By Friday we were all absolutely exhausted. As the conference wrapped up we finished with the CA postmortem. We had a chance to raffle off some swag, and say goodbye to everyone.
Only 2 weeks until PAX and there is a LOT we want to get done; everyone is gearing up for another crunch and the big show. We also got to meet some people from Microsoft for XBLA distribution and we will be continuing to speak to them as the game gets closer to release. Fingers crossed!